DM Greg's Red Hand of Doom

Game Master Algar Lysandris

ADD 3.5 Red Hand of Doom set in the March of Sterich - Elsir Vale

Map Elsir Vale
Map Drelin's Ferry
Map The Witchwood

Current Party Loot

Current Combat


1,101 to 1,150 of 2,741 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

So only the dragon got away, correct?

With the skirmish over in after a couple of minutes of it's beginning, Borrum does a quick assessment of his allies status'.

"Shout ou' if yous are still alive... Dat dragon could beez back any moment.

Seeing the downed shape of the ape in one of the towers, he flies to the body while the effects of his spells continue. He gathers up Catches Crows gently and carries him to the base of the tower, incase the dragon returns and they need to make a hasty retreat.
Borrum does not know the condition of Catches Crows, but doesn't want the creature in a position that would prevent us from leaving without him.
Strength, heavy load 350lbs: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13

With whatever time is left he will fly to where the dragon was laying at on top of the NW tower and search it.
Easier to get on top of the tower while fly lasts.
Search, take 20: 20 = 20

"Seez if weez can fin' which tent dat wizard was stayin' at. Yesterday, he flew away after ah quick gatherin' up papers in da Keep, maybe da papers are still here." Borrum says quickly to the others.

---------------------Effect durations remaining when fight was called-------------------------
Current On-Going Effects: Resist Energy (Fire 10), 49min; Barkskin (+2 Nat AC), 49 min; Aid (+1 Atk, +1 vs Fear), 34 rds; Shield of Faith (+2 Def AC), 33 rds; Fly (40ft, good), 33 rds; Enlarge Person (+2 str, -2 dex, +1 Size Cat), 33 rds; Magic Weapon (+1/+1 Waraxe), 22 rds; Ray of Enfeeblement (-8 Str, (-4 Atk, -4 Dam)), 6+ min;


[LE] StoryTeller

the dragon died about 450 feet away and his body fell into the river.

You get in the tent but you see no paper..

i ll post the loot later as i am away from books for the extended weekend.


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

I am alive Borrum, I would not worry over the dragon. The lizardfolk descends the tower and stands near his allies as he continues to speak weary, gore-soaked and spent from the dangerous combat.
"You were unconscious when it happened but the cowardly creature fled down the gorge, my curse of frost sapped the last of its life and it tumbled into the rapids. It is likely down river by now, I intend to find its corpse once the blessing of my lady have returned tomorrow. I can assume the hawk form I took earlier today and meet you all in the town of drellin's ferry."
he walks over to catches crows and strokes the beast softly
"It death was not without great cost though, the beasts last wave of gas reached Catches Crows."
the lizardman hitches a breath in and sorrow held only by a thread "He died quickly at least and his sacrifice permits our surviving company to stand as Dragon Slayers something only myths can boast of in this day.
I can grieve properly when my enemies blood feeds the reeds though. The army still approaches and we need a way to destroy the bridge, I have never done such a thing.
Have any of you skill in stonework? Knowing where to strike would be good as the craftsmanship of this structure makes the prospect of felling it daunting."

The druid states examining the ancient bridges structure the worn stone telling him tales of fantastic craftsmanship.
Spot- weaknesses(rot/damage): 1d20 + 10 ⇒ (16) + 10 = 26
If it turns out the check is a search check instead of spot my modifier changes from +10 to +1 and the total number is a 17.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Hextor will be proud of our fight today. It's a great Victory with no casualty ... or few for us

Galdamor looked at the bridge and said

May be we could ask our Giant friend ? If we found nothing to destroy this bridge. I'm no engineer so I have no idea how destroy it


[LE] StoryTeller

in the morning you do know that the forward elements of the army will come to cross the bridge.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Not really training in engineering, Borrum does his best to inspect the bridge for an weakness that could be exploited to help bring it down.

He will look on both sides, and even under the bridge and at any footing it may have.

He will also use his knowledge and expertise with climbing, looking for bad places to position pitons as these might also indicate weak rocks.

Kn Engineering w/ Stone Cunning (max dc 10): 1d20 + 2 ⇒ (1) + 2 = 3
Search w/ Stone Cunning: 1d20 + 2 ⇒ (10) + 2 = 12
Climb: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

I can not think of any other skills that may help us.
Hopefully we find some tools also, otherwise Borrum will be use a combination of his climbing kit and battle axe.


[LE] StoryTeller

Reill accompanies borrum and after inspecting the bridge he goes back to the blind rufa and they talk about it

after a few minutes of talk where she ask questions and he goes to have an other few looks around.

At the point where the bridge meets the southwest tower, centuries of erosion and weathering have created a vulnerable spot.

Reill directs Borrum to attack a specifics point that will most likely cause the entire bridge walkway to collapse.

The four guard towers serve as anchor connecting the bridge to the side of the gorge. The bridge can be destroyed by ruining both of the towers on either end

Reill with rufa will also direct borrum and galdamore to destroy a specifics section at the base of the tower.

It will take a good 10 min to both of them to damage the reinfoced dwarven massonry.

As soon athe they both chip in the final blow to the structure grinds and both if them have only less then a few seconds to get out of the way before it collaps


[LE] StoryTeller

The party heads back toward Drelin's ferry but after an hour it is to dark to make any progresse and have to stop and camp out.

The night passes uneventfully and in the morning they resume their treck across the forest. Progress is slow as the blind rufa is slowing the party, but they make it back to town without much of a problem early evening


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Is there any way we can set the bridge to collapse once the army starts to pass over it? Thereby removing some of thier numbers. If not collapsing the bridge before they get there is fine with me.


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

rocks are good at knocking down bridges. Giants are pretty famous for throwing such things.


[LE] StoryTeller

no way that you can see Borrum. The bridge is very well made. As said you can destroy the mentioned sections and the results is that a few seconds later the bridge will collapse. If they aren't fully destroyed well you don't really know what will happen.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Fleeing the scene after the bridge collapse Galdamor said

We need to warn Drelin's Ferry of this army. We just buy time, it's just one victory. To win more, we need to be prepared for what to come.
I fear, it will be difficult for us to be believed without proof.
As we find no paper or whatsoever showing the head of this dragon will be a good proof of the danger of the "Red Hand" army.
I sure Hextor send me and you Borrum to take the lead of the defence of this land and show to the other how a War must be conduct.

after a short pause, Galdadmor added

He gave us victory today.Hail to Hextor !


[LE] StoryTeller

Swirl Mist:
as you arrive near the bridge in the morning after flying for a bit you see on the north border around a dozen goblin on worg and 3 manticore guarding what is left of the bridge. Two on them sitting on top of each tower and one flying in circle as on a look out. What do you want to do?


1 person marked this as a favorite.
Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

I'm assuming that with our time skip here that we are cool to do a few things in between traveling? Swirls mist would at the very least try to bury his companion in the way of his people. I do also need to explain to my allies what I intend to do for fishing the dragon out of the river.

Swirls mist had taken a moment to tend to his fallen, removing one of his companions fangs and fashioning it into a necklace. It hung heavy on the druids neck as he performed a few supplications to his god.
A small collection of stones and branches organized in patterns and sigils graven with Catches crows in the center. His broad back to the rushing river of the gorge. The druid picking a spot most likely to allow the ape to escape the rocky rapids and settle down river, somewhere with reeds.
Draconic
"She who whispers through the fens,
Who shadows the hunters and stirs the waters
I ask you to take this one unto your bosom
For his time is done, he has had his lifetime
Greet him with the warmth of your kindest days
And let him stand tall as an honored ancestor
On my honor I say him deserving of such praise"

---(pause to permit others to speak if they desire)
With this he nods sadly to his companion, placing one foot on the apes chest and finishes the prayer in common.
"May the warmth of her breath and the blessing of her laughter guide you on your journey home."
Straining, swirls mist pushes his deceased ally off the cliff plummeting, the druid turns one clawed hand rising to dry his eyes as he faces his new allies.

-----
(traveling after the bridge collapse)
"I have intentions to retrieve that creatures body come tomorrow when my lady once again blesses me with her might. I have an aspect of coldest winter that will allow me to summon a frozen pillar large and strong enough to block the rivers flow for a time. I saw the dragon fall so I know the general area it might be in the river itself. On finding it I shall summon a hippogriff to pull it up the gorge, and take its skull. After I stow what I take in my pack I will assume the form of Dire Hawk that I took yesterday and join you in Drellins ferry. "

-----

Bridge Dredging caper:
I can't really approach the bridge flying, I can only assume dire hawk form once a day and I can't cast spells in hawk form yet (Level 6... soon...)
I'm making the rest of this under the assumption that the remaining member of my party followed along with my idea and left to drellins ferry without me.
Swirls Mist is unimpeded by even the deepest underbrush so he will travel though the denser woods and cut back to the bridge that way.
Survial: 1d20 + 11 ⇒ (13) + 11 = 24
Spot: 1d20 + 10 ⇒ (4) + 10 = 14
Does the forest/plains on the northern side of the bridge look flammable? I figure a forest fire would generate enough smoke to provide the distraction i need.
I suppose I could also take potshots at one of the manticores and send them on a merry chase.
Would be produce flame, Summon dire hawk and a bunch of panache after a few moments to give the plants on the other side of the gorge time to ignite.


[LE] StoryTeller

you have almost all the time of the world currently you are the ones taking initiative :)

Swirl mist:
i am no expert on flaming up forest and what is required but base on what i envision / know of the terrain north side if the bridge i would probably say no you can't. You can most definitely take poke shots at the enemy group. Now remembers that these are veterans and do know that something happened here not that long ago. Your instincts tell you that there is enough monster power there to handle things :)


[LE] StoryTeller

No matter what happens to Swirl Mist

------

The rest of the party makes it back without a problem to Drelin's Ferry. As they get out of the forest the heat on this day (June 9th) cause borrum to sweat during the last mile with all that extra weight he is carrying.

It is close to diner time but there is still plenty of light as the sun will not set for a couple of hours.

you can do what ever you want to do at this point :)


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Bridge:

I'm just going to write this out in OOC so its understandable and I don't end up with a crap ton of writing.

that being the case Swirls mist will prepare himself. Swirls Mist casts: Snow sight(see through snow), Camouflage(+10 hide), Summon dire hawk(minute/CL summon).
He will then approach the edge of the gorge from at least 300ft away from the Red hand group and look around the area he feels the dragon fell into. He will then look for a suitable gap to place his Ice column near where he fells the dragon fell so as to hopefully avoid attention. He will leap off the cliff cast the ice column spell and assume bird form with Winged Watcher(can be cast as a swift), searching the river bed as it drains.
Summon direhawk lasts for 5 minutes (swirls mist will use his extend rod and make it 10) giving him a dire hawk he can control with a telepathic link and instruct it to search the river as well.
Soon as he finds it he will instruct the dire hawk to act as a distraction if any of the creatures on the bridge have noticed the rivers strangeness/ choose to investigate.
If they have not yet at the time Swirls mist will still send the hawk to circle the bridge from the forest and attack from the opposite side of the bridge to keep their eyes on something else.

on getting to the dragon, assume human form/summon hippogriff with SNA2 and carry the dragons corpse out of the river and into the forest where Swirls mist will process the monster for its loot/skin and other valuable parts. again use winged watcher to exit the river. Once finished he will leave the corpse for the forest and assume dire hawk shape leaving for dellins ferry.

And for rolls, I assume you want a hide/ move silent. A survival to find a good spot to block the river and a spot to notice the dragon in the river once it has drained? Lemme know if I need anything else.
hide: 1d20 + 8 ⇒ (3) + 8 = 11 (have not added distance modifiers + whatever bonus I get for forest canopy cover)
move silent: 1d20 - 2 ⇒ (20) - 2 = 18 (distance mods unadded, plus whatever bonus I get for the noise of the river)
survival: 1d20 + 11 ⇒ (9) + 11 = 20
spot: 1d20 + 10 ⇒ (14) + 10 = 24
Spot: 1d20 + 8 ⇒ (20) + 8 = 28 (dire hawks checks to find it.
As to other things, If put into combat Swirls mist will cast Spirit Jaws and have it maul the crap out of whatever is attacking with the help of the dire hawk.
If he needs to escape/ provide a screen to prevent enemies from following he will use winged watcher and Obscuring snow to create a 30ft wide sphere of snow that follows him around which other people can't see though. It lasts for 50 minutes

Hopefully that covers all the contingencies and we can get this rolling.
It will also neatly expend all my spell slots if I have to cast all of the spells outlined. (4 1st, 3 2nd, 2 3rd)


[LE] StoryTeller

I am going to answer for the first part and then you call me what you do :)

Swirl Mist:
the dragon fell about 300 to 450 feet away from the Bridge. You find a suitable gap but it will require at least two ice column to damp the river about 50 ft further away. (Assuming you do. as this is the only small gap. This was the reason why the bridge was constructed here as it is the smallest gap across the gorge) Immediately the flow of water is stopped as the two ice column do their job. You do no spot the dragon immediately (round 1 and 2 after casting the last column.Round 2 Alarm is sounded at the bridge and all 3 Manticore Takes flight in a triangle pattern heading your way. all dozen worg rider mount up. 3 Head your way the rest head along the other way. Round 4 The dire Hawk spot the corps of the dragon. it is about 100 ft from your location (closer to the bridge). You Act first (you are 100 ft from the corpse - 500ft from the bridge) the mancticore are 400 ft away from you - 300ft from the corpse / The worg riders are exactly the same distance on the North of the bank


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Bridge:
Assuming I am in bird form still as winged watcher lasts for 5 rounds.
Bridge caper Round 1

Swirls mist will fly forward 80ft and make a hide check among some of the uncovered rocks of the river bed. 20ft from the corpse.
Hide(raven form): 1d20 + 20 ⇒ (9) + 20 = 29 (Tiny size=+8, Raven dex=+2, Camoflauge for another +10)

The dire hawk under Swirls mists command will fly forward 80ft and screech a challenge to the arrayed enemies (hawk takes a full defensive)
AC= 23 it will seek to gain cover from its arrayed foes this round if it can.

Huh... a thought occurs to me now. where is the army right now I wonder? How many stand in the rivers waters staring in confusion as the water dries up?


[LE] StoryTeller

SwirlMist Part 1:
You mean the red hand army? (if that was the question then currently you have no idea where "they" are. As for river none stand in it as it is a 100ft drop. The Worg riders are on the land up top of the gorge. Unless people do a 100 ft rock climbing check no one is going down to the river bed. Round 4: You, still in bird form hide / The dire hawk screech his challenge and goes 80 ft forward and on the defensive.

Swirl Mist Part 2:
Round 4: All enemies move forward 100 ft. They are now 200 ft from corpse and 220 ft away from Swirl mist (hidden) and Dire Hawk (flying)

Swirl mist part 3:
top of round 5 you are up.


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Edited to add this rounds actions.

Bridge:
I was reading the witchwood map incorrectly it seems. I had thought from looking at it that the best option to bypass the river would be heading to the juncture of the Rhestwash and the skull river. Looks like the Canyon widens though, so the easier option would be to pass it from higher up. I had thought the Canyon extended back further making the area between cinder hill and skull creek impassable. Now that I look at it again I see that they are likely to pass further to the east rather than the west like I had thought when I wrote that. Ah well, no drowning hobgoblins with a river for me today.

Actions:
Bridge actions Round 2:
Swirls Mists spell of bird form runs out.
continued hide check as a lizard man
hide: 1d20 + 8 ⇒ (7) + 8 = 15 Go go distance penalties to hopefully make this enough!
Swirls Mist begins casting SNA2.

The dire hawk flies forward another 80ft. full defensive
lets see if the hawk survives a single round of concentrated fire!


[LE] StoryTeller

Swirl Mist:
you are not really expecting me to answer to your unspoken question :)

Swirl mist:
Top of round 2 (round 5): The druid comes out of the bird and starts casting a SNA2 (20ft crom corpse away from bridge / DC 15 hide Check). Dire hawk flies and other 80 ft and creak his Challenge (he is now 150f from creatures)

Swirld Mist:
Bottom of round 2 (round 5): Worg move 100ft (they are now 50ft from Dire Hawk and 130ft from druid. all 3 Manticore fly an other 50 ft and all 3 launch their spikes at the dire hawk (they are now 180ft from druid)

Spike 1: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 2 ⇒ (4) + 2 = 6
Spike 1: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 2 ⇒ (4) + 2 = 6
Spike 1: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 2 ⇒ (6) + 2 = 8
Spike 1: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 2 ⇒ (3) + 2 = 5
Spike 1: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 2 ⇒ (8) + 2 = 10
Spike 1: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 2 ⇒ (1) + 2 = 3

Spike 2: 1d20 + 8 ⇒ (13) + 8 = 211d8 + 2 ⇒ (5) + 2 = 7
Spike 2: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 2 ⇒ (1) + 2 = 3
Spike 2: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 2 ⇒ (2) + 2 = 4
Spike 2: 1d20 + 8 ⇒ (13) + 8 = 211d8 + 2 ⇒ (1) + 2 = 3
Spike 2: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 2 ⇒ (6) + 2 = 8
Spike 2: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 2 ⇒ (4) + 2 = 6

Spike 3: 1d20 + 8 ⇒ (8) + 8 = 161d8 + 2 ⇒ (6) + 2 = 8
Spike 3: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 2 ⇒ (7) + 2 = 9
Spike 3: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 2 ⇒ (3) + 2 = 5
Spike 3: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 2 ⇒ (5) + 2 = 7
Spike 3: 1d20 + 8 ⇒ (13) + 8 = 211d8 + 2 ⇒ (2) + 2 = 4
Spike 3: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 2 ⇒ (7) + 2 = 9


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Bridge:

Yes that is exactly the case, you have no need to answer as it is a speculation.
I have absolutely no idea what will happen, just putting it out there and hoping fates align. It isn't like I won't make opportunities for Swirls mist to drown hobgoblins with a river later. I just can't be sure if I drown them with one NOW. I can imagine the looks down river if it actually worked out that way as hobgoblins are carried down stream and collect like drift wood on the Drellin's ferry banks.


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

So of the 18 attacks 4 hit. the hawk takes 25 damage and is heavily wounded but lives.
Ho-Le-Crap. That would have murdered me in an avalanche of death spines. Thank you awesome hawk of awesome.

Bridge:
Swirls Mist completes his spell and summons a Hippogriff.
Swirls mist commands the Hippogriff to fly out of the canyon and south.
The hippogriff grabs the dragons corpse and Makes a move action to fly 100ft (diagonally out of the canyon arching up over the tree line on the second round and then out into the forest.
Swirls Mists actions for the round are to cast Obscuring Snow and cling to the hippogriffs back in bird form after casting Winged Watcher.

The Dire hawk Screeches in anger and boldly runs away after stalwartly dodging 14 of the 18 projectiles sent its way.
he heads south at a different angle hoping to force the Manticores to choose which of the targets they want to chase. As I don't think they had a good chance to see what was at the bottom of the river.


[LE] StoryTeller

Swirl Mist:
you do realize that in the obscuring snow the hippogriphe will not be able to tell left from right and up from down? and therefore will unlikely be able to fly correctly ?


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Bridge:

Huh, yeah that is a point. what penalties would I have for attempting to cling to the hippogriff and shout commands at it as a lizard?
I really don't care about being seen, the hippogriff is a very fast flyer. I just am attempting to ensure that the creature escapes the canyon without being shot full of holes like the hawk.

Also posting is going to slow, I will still try to get this done today but I now have stuff to do.


[LE] StoryTeller

Swirl Mist:
since the spell obscure all vising including darkvision beyond 5 feet you and the hippo won't know where you are flying about. you will loose sense of direction and of altitude, with the risk of not knowing if you are flying in the correct up direction with the chance of hitting the wall of the Gorge. You would have to make Str or ride check to hold on to its neck as it flies about if you are using it as a mount. No penalty to shout commands and a hefty penalty to Fly check to be able to navigate in the projected path up flying in order to get to the proper elevation.


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

What about getting it aligned in the correct direction and then casting the obscuring spell? After which, it's job is to "fly straight", and you count the time (rounds) until you're "in a good spot", at which point you land? What's the viability of that, GM?


[LE] StoryTeller

Maru:
A swirling snow vapor arises around you, and follows you from that point on.

probability is still that you fly in a inappropriate direction and or/ do not necessary know when you have reached the desired height. And it not very nice to read others people spoilers :) And they are at the bottom of a 100ft gorge.


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

GM:
My apologies. I figured I wasn't actually here, so it didn't matter, as I couldn't actually do anything about it anyway. I was not trying to be rude or impolite - hence the ooc. I will try to recall to refrain in the future.


[LE] StoryTeller

Maru:
Don't Sweat it :) all is fine


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Sorry, had hoped to get this out sooner, but sunday was full for me unfortunately. Anyway I hinged on my idea and did a facepalm when I realized.
I'm out of spell slots for the day (the last 2 being winged watcher and obscuring snow. But then I don't need to make the Manticores unable to see the hippogriff for its entire journey. Just long enough to prevent them from filling it full of holes. With the movement the manticores have made I get the feeling the that the hippogriff's 100ft fly speed going full tilt (whatever equates to run for flying creatures) will leave them in the dust.)

Bridge:

relating to the flying stuff, you are aware that 3.5 dnd does not have a "Fly" skill as it is yes? Just a maneverability table.
Fly

Alright so slight consideration. Swirls mist can burn his rod of Extend spell to make this concept I have in my mind viable.
So SNA2(griff) is extended as is my last instance of Winged watcher.

Rather than clinging to the hippogriff and blindly hoping it can survive Swirls mist has a slightly smarter idea in mind.
Swirls Mists will command the hippogriff to move forward on land for its first round. Then fly out of the canyon and directly south flying low to the trees. It will drop the corpse into the forest on the south side of the bridge after dispelling.

Swirls Mist will have the dire hawk get right in the way of the Manticores path again, rather than have it run away. (move+ full defense) I can't see the Manticores having much reason to attack the Hawk if it isn't directly in their way to the weird thing that is happening further down the canyon.

Swirls Mist will still cast winged watcher and Obscuring snow, but he will use the spell as a mobile "Curtain" interposing himself between the Manticores and the Hippogriff. This should prevent the Manticores from pasting the Griff with spines and give me the optimal chance at pulling this off.

I'd send the Griff to Bald Hill in order to take advantage of the partys Giant ally but I don't think the particulars of that was ever explained to swirls mist.
Swirls mist will have a general idea where the hippogriff went while if he did his job with the snow screen the Manticores will not. The goblins are trapped on the other side of the brigde and and will not pose a threat once I get away from the canyon.


[LE] StoryTeller

swirl mist:
even extended the griff will stay at max for 1 min so no really able to make it out to bald hill. As soon as you cast the mist spell you and the griff will loose all sense of direction. Even if you fly 5 feet above the ground you and it might not do so in a straight line. ( you and i will have to roll). You will eventually loose the griff as it flies faster then you. Actually you will be behind it by 40 ft 1 round after you both full move. The griff hase no idea of the area around him other then what it seen and so can't meet you (under 1 min) in a specific location like bald hill as it doesn't know it and neither do you. The mist will indeed provide a loss of direct line of sight from both attack squad but they still can try to attack with their ranged weapon certain area minus the relevant concealment.

Swirl Mist part 2:
you could also tell him to fly next to you and to match your flying speed but the griff and your spell will end up at the same time. Also while flying i am not sure you can use the run action. It did not find any relevant rules about this (and it doesn't make sense that there would be a run fly. But what doesn't work for you doesn't work for them and vice versa.)


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Bridge:
Swirls Mist has the Snow Sight spell, lets him see through snow such as Obscuring mist.
If the hippogiff stays on the ground for the first movement he is fine. what you are saying about balance is fair for a flying instance but fog by itself wont prevent normal movement through the fog as they have the land to keep an idea as to where they are.
Once Swirls Mist moves 40ft into the air the griff will be able to see and get behind the "Screen" effect the druid is doing.
If the specific plan wont work then fly out of the Canyon and south works just fine. Hippogriffs are damned fast. Run action + wingover feat means even needing to climb the Griff can fly 390ft + 1 180% turn at any point in the movement.

The manticores Spines are specifically ranged attack rolls. they would need to guess the square I am/hippogriff is in from a 30ft spread of squares. that's something like 32 squares to try and cover if we are talking 3-d areas.
even if you land the right square the 50% miss chance comes into effect. Ac after that.

DnDwiki wrote:

Total Concealment

If you have line of effect to a target but not line of sight he is considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

Bridge 2:
You can run on land, you can run with a swim speed. I'm wondering how the action is any different for flight. As for them also making run actions, that means they don't get to make attacks and are still falling behind each round I have no issue with this.
I'm just planning on annoying the Manticores with my cloud by getting in front of them and trying to make them crash by losing their bearings.


[LE] StoryTeller

Swirl Mist:
top of Round 3 (6 total; round 1 of summoned) Swirl mist Cast is obscuring snow spell then after commanding the griff to fly low to the ground and then out of the canyon he also transform into a bird and move 80 ft. The Hypogriff grabs the dragon's corpse and fly off staying close to the group for 100ft.

15% misdirection: 1d100 ⇒ 35

Swirl Mist:
the griff manages to stay on a direct course. By the end of their action Griff is +20 feet up front of the druid (still in mist area) Both are at ground level (or max 5feet up) from the river at the bottom of the gorge. The dire Hawk moves in to confront the 3 manticores and goes full defense (bridge level +5 feet).

Swirl mist:
Round 3 bottom: All 3 manticore ignore the flying hawk and fully flight (run action) after the patch of obscuring snow and the Large Hippogriff. they are now (180+80-200= 60ft behind druid and 80 ft behind griff. The Worg Rider do exactly the same (130+80-200) and are now 10 feet behind Druid and 30 ft behind Griff


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Bridge:

The dire hawk makes a Run action, following the hippogriff.
320ft move. (unsure of percisely where the dire hawk is if its still in the canyon it double moves to permit it to fly at an angle rather than the straight line running requires.)

The hippogriff Makes a flying run moving out of the canyon.
Going straight up and using the wingover feat to make a sharp turn to the south.
390ft movement in total, not counting in the 100ft spent moving *up* The hippogriff is now 290+ 80 370ft from the Manticores

Swirls Mist flys (80) or runs (160) up the canyon (whichever will put me at the point I need. He interposes the snow sphere in between the manticores and the hippogriff.
If possible I want to try and get a distance between the sphere and the mantiores of 60ft or more. if they want to chase it they gotta do it flying rather than just filling it full of spikes.


[LE] StoryTeller

Swirl Mist:
The Griff is in heavy load so only X3 movement for him. He has to fly up 100 ft before and can be out of the canyon

Swirl Mist 2:
Top Round 4 (Round 7 total round 2 of summoned): The Griff continues to fly as fast as it can West inside the canyon +300 ft and is at Elevation -95 / +380 ft from the Manticores and + 330 ft from Worg rider

Swirl Mist 3:
Top Round 4 (Round 7 total round 2 of summoned): Swirl mist flies (double move) and gets some elevation to try and put himself between the griff and its pursuit. Elevation -45 / + 190 ft from manticores and + 140 ft from worg Riders. (the Griff is now +190 ft in front of the druid. The Obscuring snow doesn't hamper the enemy to follow both target but it sure is saving Swirl Mist from being full of spikes). The Direhaw was 5ft in front of the Manticore attack squadron and is now +325ft from the manticore

Swirl Mist 4:
Top Round 4 (Round 7 total round 2 of summoned): The manticore squadron continues to fly after all targets. GRIFF is now Elevation -95 / + 180 ft. DRUID is Elevation -45 / -10 ft from manticores. DIREHAWK is now +125 ft from Manticore and The Goblin Archers Fire on the Griff

Swirl Mist 5:
Top Round 4 (Round 7 total round 2 of summoned): The worg Continue to run GRIFF is Elevation -95 / + 130 ft from them DRUID is elevation -45 / -60 ft from them. DIREHAWK is + 110 ft from them

Swirl Mist 6:
Top Round 4 (Round 7 total round 2 of summoned): Goblin Archers fire. Comp Longbow : 1d20 + 9 + 1 - 4 - 2 ⇒ (3) + 9 + 1 - 4 - 2 = 71d6 ⇒ 5 vs Griff / Comp Longbow : 1d20 + 9 + 1 - 4 - 2 ⇒ (19) + 9 + 1 - 4 - 2 = 231d6 ⇒ 2 vs Griff / Comp Longbow : 1d20 + 9 + 1 - 4 - 2 ⇒ (10) + 9 + 1 - 4 - 2 = 141d6 ⇒ 1 vs Griff

Swirl Mist 7:
Top Round 4 (Round 7 total round 2 of summoned): The 2nd worg squad Continue to run GRIFF is Elevation -95 / + 180 ft from them DRUID is elevation -45 / -10 ft from them. DIREHAWK is + 160 ft from them

Swirl Mist 8:
Top Round 4 (Round 7 total round 2 of summoned): 2nd Squad Goblin Archers fire. Comp Longbow : 1d20 + 9 - 4 - 2 ⇒ (1) + 9 - 4 - 2 = 41d6 ⇒ 6 vs DireHawk / Comp Longbow : 1d20 + 9 - 4 - 2 ⇒ (20) + 9 - 4 - 2 = 231d6 ⇒ 2 vs DireHawk /Comp Longbow : 1d20 + 9 - 4 - 2 ⇒ (16) + 9 - 4 - 2 = 191d6 ⇒ 6 vs DireHawk / CRIT CONF Comp Longbow : 1d20 + 9 - 4 - 2 ⇒ (17) + 9 - 4 - 2 = 202d6 ⇒ (1, 1) = 2 vs DireHawk /


[LE] StoryTeller

Swirl Mist 6 Add:
The other 3 Goblin archers from the 1st worg squad also fire Comp Longbow : 1d20 + 9 + 1 - 4 - 2 ⇒ (20) + 9 + 1 - 4 - 2 = 241d6 ⇒ 4 vs Griff / Comp Longbow : 1d20 + 9 + 1 - 4 - 2 ⇒ (7) + 9 + 1 - 4 - 2 = 111d6 ⇒ 5 vs Griff /Comp Longbow : 1d20 + 9 + 1 - 4 - 2 ⇒ (10) + 9 + 1 - 4 - 2 = 141d6 ⇒ 3 vs Griff / CRIT CONF Comp Longbow : 1d20 + 9 + 1 - 4 - 2 ⇒ (8) + 9 + 1 - 4 - 2 = 122d6 ⇒ (3, 6) = 9 vs Griff /

Swirl Mist 8 Add:
The other 3 Goblin archers from the 2st worg squad also fire Comp Longbow : 1d20 + 9 + 1 - 4 - 2 ⇒ (8) + 9 + 1 - 4 - 2 = 121d6 ⇒ 5 vs DireHawk / Comp Longbow : 1d20 + 9 + 1 - 4 - 2 ⇒ (8) + 9 + 1 - 4 - 2 = 121d6 ⇒ 1 vs DireHawk /Comp Longbow : 1d20 + 9 + 1 - 4 - 2 ⇒ (19) + 9 + 1 - 4 - 2 = 231d6 ⇒ 4 vs DireHawk /


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

2 Questions:

------
the dragon fell about 300 to 450 feet away from the Bridge. You find a suitable gap but it will require at least two ice column to damp the river about 50 ft further away. (Assuming you do. as this is the only small gap. This was the reason why the bridge was constructed here as it is the smallest gap across the gorge) Immediately the flow of water is stopped as the two ice column do their job. You do no spot the dragon immediately (round 1 and 2 after casting the last column.Round 2 Alarm is sounded at the bridge and all 3 Manticore Takes flight in a triangle pattern heading your way. all dozen worg rider mount up. 3 Head your way the rest head along the other way. Round 4 The dire Hawk spot the corps of the dragon. it is about 100 ft from your location (closer to the bridge). You Act first (you are 100 ft from the corpse - 500ft from the bridge) the mancticore are 400 ft away from you - 300ft from the corpse / The worg riders are exactly the same distance on the North of the bank
-------------
So 2 questions from this post, are the Worg riders that are attacking the same three each time? if not when did the other riders get over here? They were said to be running down the opposite side of the bank. If they are moving at the same speed of these Worg riders they ought not to arrive for at least another couple of rounds.
--------
Round 3 bottom: All 3 manticore ignore the flying hawk and fully flight (run action) after the patch of obscuring snow and the Large Hippogriff. they are now (180+80-200= 60ft behind druid and 80 ft behind griff. The Worg Rider do exactly the same (130+80-200) and are now 10 feet behind Druid and 30 ft behind Griff
--------
Previously you did not state the elevation of your monsters, was I incorrect in presuming the manticores were descending the gorge to find out what was happening down there?

Bridge:
So a straight line going diagonally up isn't permitted in a 3-D environment such as flight? Because I pretty much followed this plan on the thought that the hippogriff would be able to remove itself from the gorge before it got shot full of holes and flying along the bottom of the gorge letting itself get shot full of holes by goblins on fancy dogs is not even remotely part of that plan.
If I can't do as such then my actions change from this plan entirely as there is literally no way for me to succeed as I had intended.
Even shooting only once every 2 rounds that little group of goblins will kill my hippogriff in 3-ish rounds.


[LE] StoryTeller

Swirl Mist question: :
Second worg rider squad only move 50ft to the East on the opposite side of the bank and then 50ft back to their original spot ( the worg rider had split in two groups of the same number). Question two: The manticore never did descend inside the gorge the like the Worg rider they are at the same elevation and flew in a straight line from where they took off

Bridge :
A straight line going up is permitted (you just have to count the squares going up or down when measuring the distance traveled like I did with the dragon fight) just not using the "run" action


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Bridge:
Ok, so through misunderstanding what you had described I have put myself into a position that makes absolutely no sense for my character to have gotten into.

If my character is aware of the fact that the hippogriff is unable to ascend the canyon while "running" then the entire plan falls apart.
He would know this on account of his ability to wild shape into flying creatures such as a dire hawk.
As the rules for that hadn't been decided until the prior round I would request to change my actions.

On summoning the hippogriff and seeing how much trouble it is having flying (round 1 summon Grab/ and move) Swirls Mist will abandon his plan.
Current round- changed.

Instead swirls Mist will return to humanoid form close to the hippogriff and tell it to rip the dragons head off and to give it to him
-Hippogriff (standard + move)
Swirls Mist will use his action to stow the head grab anything of value on the dragons body. If he sees it he will remove said things.
On completely looting the corpse or needing to get away he will assume Dire hawk form and leave the canyon.


[LE] StoryTeller

Swirl Mist :
There is nothing of value on the dragon really you already have its treasure. I will take it takes 2 round to the griff to do that and you get away safely with the direhawk being a speed Bump


[LE] StoryTeller

The town speaker, Norro Wiston, Steps into the inn's common room. Captain Soranna follows him. The speaker ushers the rest of the townfolk out of the room. Kellin the halfling who runs the Old Bridge Helps him. Then they sit down across from you.

Well ? asks Wiston What happened? What sort of trouble are we in for?


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor step up and bow in a martial stance to Captain Soranna and Wiston.

Far bigger than we thought town speaker. We went to skull gorge and find a very large wel organized army with flying troupes, spell casters and infantry ready to invade the country. Hopefully we were able, with Hextor guidance to destroy a strategic way, an old guarded by no less than a mythical Dragon !

After a short pause after what he said Galdamor continued

Unfortunattelly this action lend us only a few week of respite. We need to gather an army to stop them and ask for help. My god send me, and Borrum here to help you but we need an army if we want to protect these lands from them


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Still wearing his blood covered and rended armor, wearily leaning on his waraxe for support, and allowing the assembly to see new roses blossoming on fresh bandages, Borrum lets the evidence of the previous day's battle help lend weight to Galdamor's words.


[LE] StoryTeller

the two new characters can introduce themselves as they are invited by Cap Sorana to attend the meeting


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

A strange-looking halfling - kind of Horse-faced, really - steps toward the table. Bedecked for war, his massive shield painted a flat unreflective mottled color, his clothes, cap, hood, cloak, and weapons all similarly designed to blend into anything and everything.

"Interesting. If what you say is true, we need... oh. Hextorians. Nice. I'm sure that's just what we need." he finishes flatly, eyes narrowed.

Then, he continues, "Bah: whatever you want, so long as you don't try foolish things. Besides, you seem to have bled for this. I can respect that, if not... other things." he nods at them - especially Borrum - with respect. "I've been thoroughly pouring over the reports brought in by various travelers around: confused, conflicting, and strange reports, to say the least. You say that these hobgoblin raiders... they're all part of some large military force? What proof do you have? How large are you talking? And... a dragon? As in the kind that fart fire, fling scales like daggers, rise larger than the trees, and befoul-entire-lakes-with-their-unholy-boogers dragon? That... is something I find hard to believe."

He looks somewhat dubiously, but then, "... except I'm sure that you saw something. Our intelligence says there may well be something that may appear to be akin to that around these parts. This "dragon": what was it like, and how did it act? Were there more? What happened to it when you collapsed this strategic bridge? I was under the impression that there were more of you."

... upon finding out about some of the others...

"I see. You two will wait here. Captain Sorana, they are to be placed into protective custody until they can recover from their wounds."

The Halfling quickly scribbles a large number of notes in two completely indecipherable sets of runes. Finishing, he declares, "Hm. Very well. I will defer my judgement for now." nodding to himself as he does so, and puts the book away.

He looks up suddenly. "Oh, yes, of course, my apologies. My name is Fi'dho. Don't ask: you'd be barking up the wrong tree. Heh." he grins, giving short straight-forward nods.


[LE] StoryTeller

Rufa having ask around will tell the party that the only person that can cure her permanent blindness is the high priestess of Pelor in Brimdol. She will therefore leave the party upon payment in the morning.

Reil spontaneously offers to escort her there. (with a decent sense motive: you can also realize that the nasty fights and all the death of companions have taken their toll on him)


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Unsure if I'm holding folks up, posting Swirls Mist entry to drellin's ferry and leaving it in spoilers for when his input is needed.
Second,did Jorr come with us to Drellin's ferry to provide input? Seems suicidal to stay in the witchwood with an approaching army.

Swirls Mist come to town:

Plunging out of the treeline a massive hawk flies over the waters of the ferry, kicking up a plume of dust as it lands on the street in town. The creature swivels its head once before bobbing once and shivering, the motion decidedly unnatural as in swift order the bird begins to break out in scales across its body while feathers shorten merging into the flesh. The change giving way to reptilian features and squinting eyes, small horns sprouting in a similar fashion to hair. On legs quite obviously tired from the journey Swirls mist stands small trinkets of bone and wood bouncing off armor of green scale.
Ignoring any stares he gets Swirls Mist checks his hip once more to ensure the prize he had stored in one of his bags stayed put.
"I hope to not need to do that again." the lizard man mutters to himself as he walks to the shops in town looking for the inn "Too much trouble."
The scaled one complains as he walks to the inns door pushing the door open and stepping into the hushed room.
Casting about the room as various individuals look at the new arrival Swirls mist moves to a half pace behind Galdamor and Borrum

Captain Soronna, Galdamor, Borrum, Speaker." Swirls mist rattles off as he closes the door and moves into the room.

"I apologize for the delay, dredging the river for the corpse was made more complicated by manticores and mounted warriors. With the powers She granted me this day I was able to succeed though."
He places the sack on the table. Peeling off the covering Swirls mist reveals the dragons head and a portion of its neck. Frills and portions of scale hanging in places from the damage its body had taken in the fight that brought its death.
The Lizardman looks to the newcomers seated at the table but says nothing, the lax way he holds himself and slightly bent stance he holds speaking of bone tired weariness and grief saying volumes.


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Considering the above spoiler seems to be for us to read, I will read and maybe reply to it?

Swirls Mist sees the Captain, the Speaker, his two allies, and two other individuals meeting at the table together.

A hawk-nosed horse-faced Halfling (kind of ugly, to be honest, at least by the standards of Halfling kind) decked out for war stands on a chair, grilling the two so recently arrived followers of Hextor. Wrapped from head to foot in equipment meant to blend in with the surrounding terrain, he seems ready for battle himself.

"... well that answers one question and opens up many, many others." the Halfling says. "You would be... " he checks his notes, "'Swirls Mist' I believe? Fascinating." he quickly scribbles more incomprehensible things down. "Fi'dho, by the way." he says. "My name." he adds a moment later, still writing, but taking very detailed notes and carefully sketching the image of the head a few different times.

"Thank you, Captain. It appears that you were right to call me in on th-, er, invite me. Yes. I will be getting to work on this mission immediately, if not sooner."

"Now, what if this military force? You were the last to see it, I'd imagine." he asks the new arrival. Numbers, organization, weapons, armor, that sort of thing. We need details if we are to conduct a proper counter-military operation![/b]"

By the way, in case it's not clear, Fi'dho has no specific legal authority. He's just bossy. :D

1 to 50 of 2,741 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Greg's Red Hand of Death All Messageboards

Want to post a reply? Sign in.
1 to 50 of 1,251 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

[LE] StoryTeller

OOC discussion here.


[LE] StoryTeller

Game will start with the party going to Drelin's Ferry

Whether you are from Sterich or not you were hired to escort a jewel merchant heading to Brimdol via Drelin's Ferry, on the Old Dawn way.

You are currently West of Drelin's Ferry and will take 3-4 Days to get to that first stop.

You have already been paid for the job and its been a week's travel.

The merchant hired you as there is goblin's threat that have arose in the last few year as their attacks from the Wyrmsmoke Mountains, have been bolder and more frequent in the last year.

Dark Archive

I'm interested to play. Wizard, Priest even a fighter.

I'm thinking for a background.


[LE] StoryTeller

i had saved you a spot ilmakis


Oh wow, love how this mixes things up and disrupts most of the normal setting. I have no idea about a character at the moment, but will be working on one soon. Thanks for DMing!


[LE] StoryTeller

all the info needed is on the campaign info tab...


Oh, I meant I haven't settled on a concept in my head yet, I saw all of the creation info.


Okay I've got a Fighter/barbarian standard greatsword guy I'm working on. I wish 3.5 had a great online SRD like pathfinder does, hunting down the sources for everything is a pain, though I think all but two things in my idea come from PHB and complete warrior.


1 person marked this as a favorite.
[LE] StoryTeller

Ask and the heaven's will open fourth and Thou Shalt Receive:

3.5 SRD

Dnd tools 3.5


Game Master

I shall be playing a half-elf bard :p sticking to my roots here, I feel it is only fair since I played third edition greyhawk when I first started playing. Woooooo nostalgia!


[LE] StoryTeller

Welcome to the party Jello :)


[LE] StoryTeller

Party recap:

Ilmakis: Arcane or divine caster
Ashern: Front liner
Jello: Bard


Hey, half elf bards with a nice variety of feats and spell compendium to choose magic from are no freaking joke! I remember we had a friend who used charisma to hit, damage, and in addition could empower his performances somehow. I don't remember any of the details because I never played a bard, but I'm sure there are some cool tricks. Also you can never run out of performance rounds like you can in pathfinder.

*insert corny joke about buffing*


[LE] StoryTeller

indeed there a whole lot of options for bard with feats / bardic performance feat and Prc..

Dark Archive

I think I will play a priest of Hextor.


[LE] StoryTeller

Sure.

as a reminder in the March of Sterich most people's alignment are LG, NG, LN*

while a have no problems should you wish to play L-E i know you can "pull" it off...

Shadow Lodge

Human Init +1, AC 16(14), HP 18/18(20). Saves F+5(7), R+2, W+2(4). (Perception +1, Survival +2) Barbarian 1

Hey, here is my character. I need to adapt the background and figure out some more equipment other than masterwork sword and armor.

Shadow Lodge

Human Init +1, AC 16(14), HP 18/18(20). Saves F+5(7), R+2, W+2(4). (Perception +1, Survival +2) Barbarian 1

Speaking of, if anybody had any suggestions for items that cost 3 grand of less... I'm a little out of practice with 3.5 equipment.


[LE] StoryTeller

magic armor
magic weapon
ring of deflection
amulet of natural armor

Handy haversack
bag of holding type I
Lesser metamagic rod


[LE] StoryTeller

Ashern FYI Destructive Rage is rather useless.

and my advice would be to buy a magic full plate (and lowering dex to 12)

your current AC should be 17 (+5 Armor + 2 dex)

Chainmail 150 gp +5 Armor +2 Dex -5 ACP


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Character in progress...

@Ashern : a Cloak of resistance +1 is always a good item to have !


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

To all Characters:

please have this format for easy access (for me) to your relevant stuff like the example provided by this alias.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

done !


[LE] StoryTeller

Perfect :)

Ashern don't forget that you get a stat increase a 4th level

Silver Crusade

the Mythic

Hello everyone. DM Greg invited me to play as well.

I'll try to have a character built tonight (at least the basics). My current thoughts are arcane caster, either sorc, wiz or warmage (if allowed).

Been a busy weekend for me since I'm in the middle of moving. I'll be using the links DM Greg provided since my 3.5 books are currently in 1 of about 60 boxes I haven't unpacked yet.

Any thoughts, opinions, recommendations are always welcome.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Welcome Xzaral !

I think Arcane it's a good choice.
My experience in 3.5 is very light, so no advice from my part except for "play what you want".


[LE] StoryTeller

I concur Trey (Xazral) was duly invited.

Trey no worries i am going to open recruitment thread for the 5th person

and yes warmage is allowed per my book selection


[LE] StoryTeller

I will post the intro Gameplay post this sunday so don't worry try you have time

Silver Crusade

the Mythic

About to head to work, but thought I'd ask if anyone else has any ideas of a race that has a charisma bonus? Thus far the only thing I've found that doesn't have a level adjustment are spellscales from Races of the dragon.

By the way, are spellscales okay? lol. Guess the optimizer in me wants that charisma bonus.


[LE] StoryTeller

Yes they are ok as per the rules set out for character creation.

you will be a bit of a freak as they are very exotic in the world of greyhawk.

+2 to char race are:

Aasimar +2 Wis/cha +1ELC


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

If I remember well I think Moon Elves have a charisma bonus, but I don't know If they are ok here


[LE] StoryTeller

Moon Elves is the name for the Standard Elf sub race of FR (+2Dex -2Con)

the other FR specific are
Sun Elf +2 Int -2 Con
Wild Elf +2 Dex - 2Int
Wood Elf +2 Str +2Dex -2 Int - Cha - 2Con
Aquatic Elf +2Dex -2Int
Avariel +4 Dex +2 Int +2 Wis -2 Con ECL +3

in Greyhawk you have only the standard Elf and their Darker cousin: the Dark Elf

Silver Crusade

the Mythic

Not to add, but Unapproachable East for FR had the Star Elf, which was +2 Cha and -2 Con, but I didn't mention that as it's an FR specific race and not listed as an available option. please don't kill my character! :)


[LE] StoryTeller

I have invited our 5th and last player: Da Way.

so we will be good to go for departure this sunday.

And yes Trey i will try my best to kill all of you (as said in the DM's notes)


[LE] StoryTeller

Attention to you all:

DM Fanguar is letting me know that he is looking to 2 people to join his Age of Worms AP

http://paizo.com/campaigns/GmFanguarsAoW/discussion&page=4#180

Currently the party is level 2 with
Alchemist (ranged)
Life Oracle
Spellscar Oracle (me waiting to join, kinda of blaster type, but i can re do since my character hasn't been introduced yet)

(so the party need a heavy/tanky type obviously. Of if you don't know at the end of Age of Worms you get to fight an Elder Evil)

The game is slow but with me +2 heavy poster from here it should pick up.
Just write that Algar has sent you.

dunno about a 6 men party but if enough interest it can be asked in his OOC thread.

Lantern Lodge

Male

I am thinking of making some sort of druid, possibly wild elf or halfling.


[LE] StoryTeller

Class recap

Ilmakis: Cleric
Ashern: Fighter
Jello: Bard
Trey: Arcane (possibly Warmage)
Daway: Druid


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Welcome DaWay


[LE] StoryTeller

As a reminder Dway: there are no wild elf sub race in Greyhawk (stat wise)

they do exist to a certain extend culturaly tough.

There is but only 1 elven kingdom (and its small)

some elven community exist in cities and some exist in the wild.


[LE] StoryTeller

Since we have our 5 players:

I will open up the Gameplay Thread Today so that those of you with alias (even empty of crunch etc...) can start roleplaying to you heart's content between yourself while on the road.

Nothing will happen Gameplay wise until sunday. So don't worry about crunch til then.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

To all : my native langage is not english, so don't be surpised when I write something strange or not grammatically right :P
Don't hesitate to correct me.


[LE] StoryTeller

Flo: "when i Write" it's present not past :)


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Thks :P

Mistake corrected !

Lantern Lodge

Male

please note that I am busy starting a new career 3000 miles away from where I am used to, with my family My posts will be there but sometimes minimally.

GM: would there be any way that I could use the races of eberron class substitution for shifter druid and get closer to a bestial connection rather than an animal companion?

Lantern Lodge

Male

I don't have any of the Rulebooks for 3.5 anymore. I know the point buy works differently can anyone explain.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

All stat start at 8
8-14 all 1 for one
14-16 all 2 for one
16-18 all 3 for one

if I correctly remember

To buy a 14 it will cost me 6 points
To buy a 15 it will cost me 8 points
To buy a 17 it will cost me 13 points


[LE] StoryTeller

Galdamor is correct on the point buy

and a 18 will cost 16 points

Unfortunately you can not use that option as there are no shifter in greyhawk.

You can either the elemental companion variant from Complete Mage or the Shapeshift ability variant from the Phb2 (it replace Animal companion & wild shape)


[LE] StoryTeller

Flo: FYI: the faith of Hextor is located primarily in the East of the world (the kingdom that used to be the great kingdom and that has divided in: Ahlissa, Nyrond,Aerdy) The population there is of Oeridian origin.

The pure suloise immigration stopped in the sheldomar vallee (west of the map) and formed the Great kingdom of Keoland (who then separated in smaller pieces over the time)

If you are ok this is what i am going to do:

you are of mixed suel-Oeridian origin, from the City of greyhawk. You participated in the last year of the Greyhawk war in 584 CY at the age of 16, as a regular drafted conscript for the City.

Your first major battle although it ended in victory didn't go well for you, you were left on the battlefield in a coma.

You can not remember if it was in a dream or not but a voice asked you if you wanted to live. And if you could live to serve.

You said yes.

You wake up under the care of the chaplain of the Mercenary band called Roka's Iron Fist lead by the Ordained champion of Hextor (L-N) Salan Roka.

You finished the war with them.

At the end of the war, you stayed for a couple of years in the City of GreyHawk in order to train in the ways of Hextor (small temple, mix of evil and neutral clergy)

The company left for to participate in the Great Northern Crusade aimed at reclaiming land from the Evil Empire of Iuz.

At the end of 586 CY after the flight of fiends. the Company ended its engagement in the crusade. And departed for Greyhawk to rest for the next two years.

During this time Roka's Iron Fist, replenished their losses and supervised the training of their new members. You "joined" during that time.

They left for Geoff beginning of 589 CY. As the Battle of Hochcoh Orchestrated by leaders of the Knights of Dispatch in 588 CY saw a great deal of fighting in the Oytwood, where a small army of lesser giantkin was defeated with great bloodshed. The push was taxing, however,

Hochcoh now under the Grand Duck's command could serve as a staging area to receive reinforcements and organize guerilla in the rest of the land for a push toward the capital city of Gorna.

it is Summer of 591 CY. the company is still in the Grand Duchy of Geoff, and you are on the road toward Drelin's ferry.

YOu know that in the lands of Sterich even though most of it has been reconquered, a men with talent both in the Mace and spell he can carve himself some land to rule for the Baron of Elsir Vale North West of Drelin's Ferry and might even rise up within the ranks.

Map of the flanaess

Lantern Lodge

Male

Any problem with a halfling barbarian/Druid?


[LE] StoryTeller

Da way there aren't any problem with any race/class/multiclass/ authorized within the books a set forward.

you just have to accept the consequences.. :)

yup barbarian druid ok.

1 to 50 of 1,251 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Greg's Red Hand OOC All Messageboards

Want to post a reply? Sign in.